emmagine

emmagine

Joined Member # 2131230
5 Posts 8 Replies 1,283 Reputation

There are many things about elemental I like better than mom. Dynamic troop creation, mods ability, skills progression, city levels, and all sorts of other unique things. There are also mom aspects I don't want anywhere near elemental. These things could be used to balance some things (like magic) and add interesting choices to character and faction progression.

27 Replies 36,711 Views

1)global enchantments: enchantments that affect everyone and everything. Like "all empire troops function at +2 Atk. " or "all spells cost 50% more except for the casting player. Lots of options for interesting spells. 2) strategic casting times: I liked the mama based one in mom. Here it could still be mana per turn usable, but increasing that limit could be done Through Mage traits and maybe some general ones. 3)interrupts: being able to inte

27 Replies 36,711 Views

The overland spell casting time is one of the few major things missing from elemental. "power" (how much mana you could spend per turn as already described) forced very difficult decisions. The other thing that would be nice to see, is the option to add "global enchantments". A uI to manage them, and some dispells that would work on these.

65 Replies 79,685 Views

When they threw in the procedural tile yield in Frogboy's custom build, for a brief time the cap was not implemented. It made for the most entertaining maps I've ever played on in fallen enchantress. I have considered changing the tile yield to exclude essence, and add essence to some of the buildings (like mana temples) to work around this, but the problem is that it would be too easy to get way way too much. That's why I've been advocating for an "ou

6 Replies 13,337 Views

[quote who="Leo in WI" reply="8" id="3335668"] Quoting NanakoAC, reply 7 opinions aside for a bit. I believe that the way heroes are supposed to work, is that if they fall in combat, they sustain a semi-permanant "injury" and are returned to the front line or to the nearest city, depending on the circumstances. AFAIK, it is not possible for any hero or champion to die permanantly, and any behaviour in which that happens, is a bug. unless the developers have made s

10 Replies 10,159 Views

No, the consensus wasn't that people liked the hard cap *as is*. Mr Paxton pointed out how game breaking it was to get a phenomenal city start location for one culture, and none of us had a good argument against that. Almost everyone agreed we don't like it as is, and it robbed fun. I must not have made very clear what I was saying in my original post. By allowing whoever is designing a tile to stipulate weather it contributes to the resourc

6 Replies 13,337 Views

NickPL, by adding it the way I described, it could be modded out completely if that's what you wanted to do. All you would have to do is change the yield for the various tiles to contribute their bonuses outside the cap. This would give you the added ability of only making *some* tiles outside the cap. This would make those tiles special. By doing this you could set only tiles that appear in stamps to give outside the cap (this is what I t

6 Replies 13,337 Views

So after the lengthy thread of my previous request, I think the consensus is that if the tile yield cap to remains, give the option to flag a tile as contributing outside the cap. Then we could flag the special tiles on the wild lands as "outside the cap" and modders could do what they like with the rest of the tiles. I don't know if y'all follow posts after commenting in them, so I figured I'd post this revised solution as its own thread. This would actually be better

6 Replies 13,337 Views

So one thing I did like about fallen enchantress, was the ability to have rare skills. Is that possibility gone now? Is there a method a modder could use to implement a "rare skill branch" that *might* show up once the player has chosen his class?

0 Replies 4,399 Views

I really like your point Derek. And yes, exactly what you said is the point I've been trying to convey. I miss finding that uber spot. It's like finding a really awesome weapon. It completely alters the game progress, and you're excited about it. That *was* the best part about stamps. I cleared them just to build cities. I see four potential solutions that could work individual

26 Replies 33,803 Views

It isn't that I think it's "cheating" but there isn't anything fancy to do with unit placement. And if you are going to do it manually, the ai needs to be able to do it just as well. I don't want to have to set up my units if the algorithm is good enough to do it for me, and I don't want the ai too incompetent to do it the same If I'm able to place mine. Lastly, leaving it forced algorithm will cause players to complain about all the holes in the ai d

41 Replies 52,747 Views

so you gain accuracy per enemy you are facing, and you gain attack per adjacent friend? When I get home I'll whip up a solution to the problem we are seeing. +1 atk per friend, -1atk per enemy + 5 accuracy Should be per friendly unit shouldn't it?

37 Replies 174,241 Views

For the first time last night my laptop was able to handle the tactical map without having to go to the cloth map. It tremendously improved gameplay. My machine always*could* handle it, but never well enough to be enjoyabl (choppy). Great job on the optimization!

0 Replies 4,766 Views

Swarm does *not* attack for the other units. It lowers the defense of the other unit. It needs to be offset though. Each adjacent defending unit should reduce the swarm effect by an equal amount.

37 Replies 174,241 Views